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Ilriyn
2009-10-15, 07:48 AM
This is a 20 level base class that takes the positive energy channeling elements of a cleric, without all that divine mumbo-jumbo. This class starts more specialized then other base classes, but with its varying domains, and its path spells, it is still capable of performing other roles beyond just healing.

Healer


Hit Die

d6

Class Skills

The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills

All domains will add two or three class skills to this list, see the domain section for more info

Skill Points at 1st Level

(4 + Int modifier) ×4.
Skill Points at Each Additional Level

4 + Int modifier.


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | 1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
+0|
+0|
+0|
+2|Path Spell, Secret | 2+1 |

2nd|
+1|
+0|
+0|
+3| Arcane Reach | 2+2 |

3rd|
+1|
+1|
+1|
+3|Path Spell, Secret | 3+2 | 2+1 |

4th|
+2|
+1|
+1|
+4| | 4+2 | 2+2 |

5th|
+2|
+1|
+1|
+4|Path Spell | 4+2 | 3+2 | 2+1 |

6th|
+3|
+2|
+2|
+5|Greater Secret | 4+2 | 4+2 | 2+2 |

7th|
+3|
+2|
+2|
+5| Path Spell | 4+2 | 4+2 | 3+2 | 2+1 |

8th|
+4|
+2|
+2|
+6| | 4+2 | 4+2 | 4+2 | 2+2 |

9th|
+4|
+3|
+3|
+6|Path Spell, Greater Secret | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |

10th|
+5|
+3|
+3|
+7| | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |

11th|
+5|
+3|
+3|
+7|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |

12th|
+6/+1|
+4|
+4|
+8|Greater Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |

13th|
+6/+1|
+4|
+4|
+8|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |

14th|
+7/+2|
+4|
+4|
+9| | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |

15th|
+7/+2|
+5|
+5|
+9|Path Spell, Superior Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |

16th|
+8/+3|
+5|
+5|
+10| | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |

17th|
+8/+3|
+5|
+5|
+10|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |

18th|
+9/+4|
+6|
+6|
+11|Superior Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |


19th|
+9/+4|
+6|
+6|
+11|Path Spell| 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 |

20th|
+10/+5|
+6|
+6|
+12|| 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 |[/table]

Class Features

All of the following are class features of the Healer.

Weapon and Armor Proficiency

Healers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Healer's gestures, which can cause her spells with somatic components to fail.

Spells

A healer casts arcane spells which are drawn from the healer spell list. She can cast any spell she knows without preparing it ahead of time.

To cast a spell, a healer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s Charisma modifier.

Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma score. (Special: all bonus spells received from having a high Charisma score can be used for domain spells as well)

Unlike a cleric, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

A healer also receives a number of domain spells every level. These spell slots may not be filled with spells from the healer list, but are filled with spells from the healer's chosen domains. A domain spell slot may be filled with any domain spell of the appropriate level, or a lower level domain spell improved by a metamagic feat.

Note: No spells cast by the healer require any material components, or any focus, divine or otherwise.

Domains

A healer may choose three domains at first level. These domains are drawn from the healer domain list. Once chosen, the domains may not be changed.

Each domain gives the healer 2-3 class skills, a special defensive ability, and one spell per spell level. These spells may only be used to fill domain spell slots.

Path Spell

At every odd level, a healer receives a new path spell. These spells are drawn from the path spell list, and are used as spell-like abilities. She may use each spell-like ability twice per day, except for Solar Assault, and Prismatic Assault, which may be used once per day. See the path spell list for more details.

Secret

At first level, and every third level from then on, a healer learns two healing secrets. These secrets increase the power and flexibility of the healer's spells. Refer to the Secret list for all available secrets.

Arcane Reach

The healer can use all spells from the healer list, with a distance of touch, at 10+5/2 levels. If a spell is directed against a hostile target, the healer must make a ranged touch attack.

Arcane Spells And Armor

Healers do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a healer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a healer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.


Healer Spell List

Healer Spell List

1st Level
Cure Light Wounds
Feather Fall
Delay Poison
Bless
Magic Weapon
Remove Fear
Shield of Faith
Enlarge Person
Lesser Vigor
2nd Level
Cure Moderate Wounds
Restoration, Lesser
Remove Paralysis
Aid
Bear's Endurance
Bull's Strength
Eagle's Splendor
Owl's Wisdom
Fox's Cunning
Cat's Grace
Silence
3rd Level
Cure Serious Wounds
Remove Disease
Remove Curse
Remove Blindness/Deafness
Remove Nausea
Magic Vestment
Water Breathing
Water Walk
Fly
Haste
Heroism
Vigor
Lesser Vigor, mass
4th Level
Cure Critical Wounds
Restoration
Neutralize Poison
Freedom of Movement
Magic Weapon, Greater
Sending
Enlarge Person, mass
5th Level
Cure Light Wounds, mass
Break Enchantment
Raise Dead
Disrupting Weapon
Overland Flight
Telepathic Bond
Energetic Healing
Vigor, Greater
Death Ward
6th Level
Heal
Heroism, Greater
Vigorous Circle
Shadow Walk
Cure Moderate Wounds, mass
Bear's Endurance, mass
Bull's Strength, mass
Eagle's Splendor, mass
Owl's Wisdom, mass
Cat's Grace, mass
Fox's Cunning, mass
7th Level
Cure Serious Wounds, mass
Regenerate
Restoration, Greater
Resurrection
Repulsion
8th Level
Cure Critical Wounds, mass
Death Ward, mass
Holy Aura
Wind Walk
9th Level
Heal, mass
True Resurrection
Freedom


Secrets List

Secrets

Increased Healing Power

Benefit: Add 1d8 whenever you roll to determine total damage healed.

Special: You may gain this secret twice. Each time you gain it, it is applied to either all die rolls of Cure Light Wounds, and Cure Light Wounds, mass; or all die rolls of Cure Moderate Wounds, and Cure Moderate Wounds, mass.

Healing Gift

Benefit: You heal one additional hitpoint each time you cast a healing spell.

Special: You may gain this secret twice. It applies to all Cure, Heal, Restoration, and Regeneration spells.

Restored Vigor

Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 2 temporary hitpoints, or a +1 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.

Enhanced Buffing

Benefit: You buff better in a certain area.

Areas:
Offensive: All attack, damage, and weapon enhancing buff effects are increased by one. E.g. When you cast Magic Weapon, it gives a +2 enhancement bonus, not +1.
Defensive: All AC, save, and armor enhancing buff effects are increased by one. E.g. Heroism gives a +3 bonus to saves.
Ability: All ability score increase buff effects are increased by two, all skill increase buff effects are increased by one. E.g. Bear's Endurance gives a +6 bonus.
Duration: All buffs that have a different effect then any listed above persist 50% as long. E.g. Freedom of Movement lasts 15 minutes/level.

Special: You may take this secret up to four times. Each time it applies to a different area of buffing.

Greater Secrets

Greater Healing Power

Prerequisite: You must have one Increased Healing Power secret to gain one of these secrets, you must have both Increased Healing Power secrets to gain both of these secrets.

Benefit: Add 1d8 whenever you roll to determine total damage healed.

Special: You may gain this secret twice. Each time you gain it, it is applied to either all die rolls of Cure Serious Wounds, and Cure Serious Wounds, mass; or all die rolls of Cure Critical Wounds, and Cure Critical Wounds, mass.

Greater Healing Gift

Prerequisite: You must have one Healing Gift secret to gain one of these secrets, you must have both Healing Gift secrets to gain both of these secrets.

Benefit: You heal two additional hitpoints each time you cast a healing spell.

Special: You may gain this secret twice. It applies to all Cure, Heal, Restoration, and Regeneration spells. (Except for Cure Light Wounds, and Cure Moderate Wounds) This benefit stacks with the benefit given from the Healing Gift secret.

Improved Vigor

Prerequisite: You must have the Restored Vigor secret to gain this secret.

Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 8 temporary hitpoints, or a +3 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.

Special: This benefit does not stack with the benefit provided by the Restored Vigor secret, rather, it overlaps.

Greater Buffing

Prerequisite: You must have one Enhanced Buffing secret, in the same area, for each time you select this secret. E.g. You must have Enhanced Buffing in the Defensive area of buffs before you take Greater Buffing in the Defensive area of buffs.

Benefit: You buff better in a certain area.

Areas:
Offensive: All attack, damage, and weapon enhancing buff effects are increased by two. E.g. When you cast Magic Weapon, it gives a +3 enhancement bonus, not +1.
Defensive: All AC, save, and armor enhancing buff effects are increased by two. E.g. Heroism gives a +4 bonus to saves.
Ability: All ability score increase buff effects are increased by four, all skill increase buff effects are increased by two. E.g. Bear's Endurance gives a +8 bonus.
Duration: All buffs that have a different effect then any listed above persist 100% as long. E.g. Freedom of Movement lasts 20 minutes/level.

Special: You may take this secret up to four times. Each time it applies to a different area of buffing. This secret does not stack with the benefits provided by the Enhanced Buffing secret, rather, they overlap.


Improved Range-Healing

Benefit: All Cure and Heal spells can be cast at Medium range.

Special: This overrides the effects of the Arcane Reach class feature.

Improved Range-Buffing

Benefit: All Buff spells can be cast at Medium range.

Special: This overrides the effects of the Arcane Reach class feature.


Superior Secrets

Superior Healing Power

Prerequisite: You must have one Greater Healing Gift secret to gain one of these secrets, you must have both Greater Healing Gift secrets to gain both of these secrets.

Benefit: You heal an additional 20 hitpoints whenever you use a heal, or mass heal spell.

Special: You may gain this secret twice, its effects stack.

Superior Vigor

Prerequisite: You must have the Improved Vigor secret to gain this secret.

Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 20 temporary hitpoints, or a +5 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.

Special: This benefit does not stack with the benefits provided by the Restored Vigor and Improved Vigor secrets, rather, it overlaps.

Swift Healing

Benefit: Casting times for all Cure, Heal, Restore, Resurrect, and Regenerate spells are reduced by one step. (It would then take 1 move action to cast Heal, 2 full rounds to cast Regeneration, or 9 minutes to cast Resurrection.)

Quickened Healing

Prerequisite: You must have the Swift Healing secret to gain this secret.

Benefit: You may cast two cure or heal spells as a standard action. These may be cast on the same target, or different targets.

Swift Buffing

Benefit: Casting times for all buffing spells are reduced by one step. (It would then take one move action to cast Greater Heroism.)

Quickened Buffing

Prerequisite:You must have the Swift Buffing secret to gain this secret.

Benefit: You may cast two buff spells as a standard action. These may be cast on the same target, or different targets.

Superior Range-Healing

Prerequisite: You must have the Improved Range-Healing secret to gain this secret.

Benefit: All Cure and Heal spells can be cast at Long range.

Special: This does not stack with the effects of the Improved Range-Healing secret.

Superior Range-Buffing

Prerequisite: You must have the Improved Range-Buffing secret to gain this secret.

Benefit: All Buff spells can be cast at Long range.

Special: This does not stack with the effects of the Improved Range-Buffing secret.



Domain List

Domains

Animal Domain

Special: You gain Balance, Ride, and Survival as class skills

Animal Affinity
You gain Summon Monster as a spell-like ability. (Usable 1/day) The level of summon monster is equal to half your level, rounded down. (I.E. You gain Summon Monster 1 at levels one and two. Summon Monster 2 replaces S.M. 1 at levels three and four)

Note: You may not summon an evil monster with this spell.

Spells:
1st Calm Animals
2nd Alter Self
3rd Dominate Animal
4th Polymorph
5th Baleful Polymorph
6th Transformation
7th Animal Shapes
8th Polymorph any Object
9th Shapechange

Charm Domain

Special: You gain Diplomacy and Bluff as class skills.

Charmed Life
Once per day, any single attack or spell directed against you fails to have any effect on you.

Spells:
1st Charm Person
2nd Hold Person
3rd Suggestion
4th Confusion
5th Dominate Person
6th Suggestion, Mass
7th Insanity
8th Power Word Stun
9th Power Word Kill

Divination Domain

Special: You gain Sense Motive and Forgery as class skills.

Precognition
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.

Spells:
1st True Strike
2nd See Invisibility
3rd Arcane Sight
4th Scrying
5th Prying Eyes
6th True Seeing
7th Greater Arcane Sight
8th Discern Location
9th Foresight

Illusion Domain

Special: You gain Hide and Move Silently as class skills

Active Displacement
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.

Spells:
1st disguise self
2nd invisibility
3rd major image
4th phantasmal killer
5thshadow evocation
6th mislead
7th mass invisibility
8th scintillating pattern
9th shades.

Knowledge Domain

Special: You gain Gather Information, Decipher Script, and Search as class skills.

Preparation
Once per day, you may add a +10 bonus to your AC, for 1 round. You may activate this at any time.

Spells:
1st Detect Secret Doors
2nd Detect Thoughts
3rd Clairaudience/Clairvoyance
4th Detect Scrying
5th True Seeing
6th Find the Path
7th Legend Lore
8th Moment of Prescience
9th Mage's Disjunction

Luck Domain

Special: You gain Slight of Hand, and Escape Artist as class skills.

Lucky Miss
Twice per day you can make an attacker re-roll 1 die roll. This is usable at any time.

Spells:
1st Entropic Shield
2nd Blur
3rd Protection from Energy
4th Freedom of Movement
5th Interposing Hand
6th Mislead
7th Reverse Gravity
8th Protection from Spells
9th Wish

Magic Domain

Special: You gain Spot, and Use Magic Device as class skills.

Magical Aptitude
Once per day, you may counter any spell cast at you, as long as the spell is no more then one spell level higher then the maximum spell level which you can cast. This is usable at any time.

Spells:
1st Magic Aura
2nd Identify
3rd Dispel Magic
4th Dimensional Anchor
5th Spell Resistance
6th Greater Dispel Magic
7th Spell Turning
8th Moment of Prescience
9th Mage's Disjunction

Protection Domain

Special: You gain Disable Device and Listen as class skills

Protection
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.

Spells:
1st Shield
2nd Protection from Arrows
3rd Protection from Energy
4th Globe of Invulnerability, Lesser
5th Globe of Invulnerability
6th Antimagic Field
7th Forcecage
8th Mind Blank
9th Time Stop

Travel Domain

Special: You gain Swim, Climb, and Jump as class skills.

Blinking Leap
Once every two days, you may move five feet from your current location. This has the affect of causing all targeted (But not area) attacks against you to miss. This is usable at any time.

Spells:
1st Expeditious Retreat
2nd Locate Object
3rd Fly
4th Dimension Door
5th Teleport
6th Shadow Walk
7th Teleport, Greater
8th Phase Door
9th Astral Projection

War Domain

Special: You gain Intimidate and Survival as class skills.

Warrior's Endurance
Once per day, you may gain (Caster level x 2, maximum 20) temporary hitpoints. They dissipate at the end of the encounter. This is usable at any time.

Spells:
1st Mage Armor
2nd Shatter
3rd Lightning Bolt
4th Black Tentacles
5th Hold Monster
6th Disintegrate
7th Power Word Blind
8th Iron Body
9th Meteor Swarm



Path Spells



Starting at level 1, a healer gains each spell (as a spell-like ability), in descending order, every third level. (E.g. At first level a healer receives Solar Orb, then at third level she receives Ray of Light.)


Solar Orb
School: Evocation [Light]
Level: Healer 1
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No

An orb of light blazes from your outstretched hand and impacts its target, dealing 1d4+1/level. (Maximum 5d4+5)

Ray of Light
School: Evocation [Light]
Level: Healer 2
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No

A ray of bright light streaks towards your chosen target, dealing 1d6+1 damage/level. (Maximum 5d6+5)

Solar Burst
School: Evocation [Light]
Level: Healer 3
Components: -
Casting Time: 1 standard action
Range: 30 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: No

Light explodes from your body, dealing 1d6+1 damage/level (maximum 10d6+10) to all hostile forces in the area.

Solar Beam
School: Evocation [Light]
Level: Healer 4
Components: -
Casting Time: 1 standard action
Range: Medium
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No

A dazzling beam of light streaks from your fingertip straight at your target, dealing 1d6+2 damage/level. (Maximum 10d6+20)

Prismatic Orb
School: Evocation [Light]
Level: Healer 5
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No

An orb of shimmering colors bursts from your hand, unerringly striking its target. The orb deals 1d6+1 damage/level. (Maximum 15d6+15)

Note: All creatures of 6 HD or less within 20 feet of the caster are blinded for 3 rounds.


Solar Assault
School: Evocation [Light]
Level: Healer 6
Components: -
Casting Time: 1 standard action
Range: Medium, and 30 foot radius
Duration: Instantaneous
Saving Throw: Reflex (half) for area damage; Fortitude (half) for targeted
Spell Resistance: No

Shimmering curtains of light surround you, before focusing in on one target with devastating effect. The waves of light deal 1d6+1 damage/level (maximum 10d6+10) to all hostiles in the area, and deals 1d8+2 damage/level (maximum 15d6+30) to one target.

Note: Damage is not cumulative, if the target is within 30 feet of caster, he receives only the targeted damage. (Not the area damage)

Prismatic Ray
School: Evocation [Light]
Level: Healer 7
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No

A ray of intertwined, multicolored lights springs from your hand, dealing 1d6+2 damage/level. (maximum 20d6+40)

Note: All creatures of 6 HD or less within 20 feet of the caster are blinded for 3 rounds.

Prismatic Burst
School: Evocation [Light]
Level: Healer 8
Components: -
Casting Time: 1 standard action
Range: 60 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: No

A prismatic blast emanates from your body, dealing 1d6+2 damage/level (maximum 20d6+40) to all hostiles in area.

Note: All creatures of 6 HD or less within 20 feet of the area are blinded for 3 rounds.

Prismatic Beam
School: Evocation [Light]
Level: Healer 9
Components: -
Casting Time: 1 standard action
Range: Medium
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No

A beam of shimmering multicolored light bursts from your hand, dealing 1d6+3 damage/level (maximum 25d6+75) to its unfortunate target.

Note: All creatures of 8 HD or less within 20 feet of the caster are blinded for 3 rounds.

Prismatic Assault
School: Evocation [Light]
Level: Healer 9
Components: -
Casting Time: 1 standard action
Range: Medium, and 60 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (Half) for area; Fortitude (half) for target.
Spell Resistance: No

Thousands of intertwining curtains of prismatic light surround you, then are tightly focused on one target. The curtains of multicolored light deal 1d6+2 damage/level (maximum 25d6+50) to all hostiles in the area. The targeted ray deals 1d8+4 damage/level (maximum 30d8+120) to the target.

Note: Damage is not cumulative, if the target is within 60 feet of caster, he receives only the targeted damage. (Not the area damage)

Note: All creatures of 10 HD or less within 20 feet of the caster are blinded for 4 rounds.


Here are its Pros and Cons as I see it
Pros:
Very powerful healing, especially towards later levels.
Spontaneous Spell Casting.
1 fairly powerful spell-like ability every odd level.
Cons:
Weak BAB, Hit Die, and Saves.
Very limited spell list, even with domain spells.
Not likely to last long in a solo fight.

Please comment on how you like it. Give me feedback, even if its no more than "This is overpowered", or "Great Class!". (Though more would be appreciated)

Also, I'm debating on whether or not I should add all the +4 ability score spells (Bull's Strength, Bear's Endurance) to the healer's spell list, what do you all think? And for mage's disjunction, I much prefer Myou's version, which is listed below.

Usable Disjunction. (All thanks to Myou for this)


Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting time: 1 standard action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

Disjunction can be used to end all magical effects within a burst area, or all magical effects present on a target creature, or can be used to permanently disjoin a magic item.

Burst: If used as a burst effect the spell has a range of Close and a radius of 20ft. The spell ends all magical effects within the target area, including antimagic fields.

Targeted: If used to target a specific creature, the spell is cast as a ray and has a range of Close. The spell ends all magical effects present on the target creature, including antimagic fields. This spell also suppresses all magical items on target for 2d4 rounds.

Disjoin: If used to disjoin a specific item, the spell has a range of touch. The spell utterly destroys the targeted item on a failed will save, leaving only dust. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If used in this way to destroy a minor artifact, the being which created the artifact immediately becomes aware of its destruction. Major artifacts cannot be disjoined.

(Original thread found here. http://www.giantitp.com/forums/showthread.php?t=127254)


Also, here is a Race that I have been toying with. It doesn't have any fluff, but I would still like any feedback.



Just imagine this race as lesser cousins of the Nymph.

Naiad

# +2 Charisma ,+2 Dexterity, -2 Constitution, -2 Strength.
# Medium: As Medium creatures, Naiads have no special bonuses or penalties due to their size.
# Naiad base land speed is 30 feet.
# While Naiads are lesser cousins of other fey such as the Nymph, they are still vulnerable to damage from Cold Iron weapons. Any successful attack against a Naiad by a cold iron weapon deals an additional 2 damage.
# Unearthly Grace (Su)
A Naiad adds her Charisma modifier as a bonus on all her saving throws, and her full Charisma modifier as a deflection bonus to her Armor Class.
# Automatic Languages: Common and Sylvan. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Elven.

lesser_minion
2009-10-15, 08:46 AM
Well, I've had a look through, and I don't think you'll need to change anything in order to use either of these in my campaign.

For general use, they might need a few changes - Nyad would make a pretty good race for a sorcerer, for example - but even then, I don't think there would be a serious problem.

deuxhero
2009-10-15, 09:13 AM
free true resurrection? That might be worth taking the class.

D-naras
2009-10-15, 09:20 AM
Well i think it needs something more to do in combat than just wait for someone to get hurt. The domains are a good idea. Perhaps you could give them the eclectic learning ACF of the warmage from PHBII, and give them a sorcerer's spells per day. I think it would be best to have some armor profficiensy because the front line of a fight is where healing is needed and an unarmored d4 Hit Dice char isn't made for the front line. Alternatively they could cast their Cure spells form a distance 3+CHA mod times per day or something.

Finally you might as well give them the Healing Reserve feat from Complete Champion (I think), because everyone that picks this class is going to take it.

Trodon
2009-10-15, 09:34 AM
Well i think it needs something more to do in combat than just wait for someone to get hurt. The domains are a good idea. Perhaps you could give them the eclectic learning ACF of the warmage from PHBII, and give them a sorcerer's spells per day. I think it would be best to have some armor profficiensy because the front line of a fight is where healing is needed and an unarmored d4 Hit Dice char isn't made for the front line. Alternatively they could cast their Cure spells form a distance 3+CHA mod times per day or something.

Finally you might as well give them the Healing Reserve feat from Complete Champion (I think), because everyone that picks this class is going to take it.

Very good ideas, and I can't find that feat in Complete Champion, what dose it do?



Edit: The race looks really good I'll try to use it in a game and D-naras said all of the things abput this class that I would of.

Averagedog
2009-10-15, 09:49 AM
I like the way you have this class set up. It seems very powerful at what it does but the very low HP does indeed hurt. In my opinion you have should the domains do something more substantial than skills and more spell options. What this class needs are some kind of defensive class features or access to very defensive spells. I also do agree that this spellcasting should be like a Sorcerers in terms of when it gets new spells and how many spells it casts. If you do give it damage spells, the should all do less than standard damage but maybe heal a few hitpoints to allies close to your character or something :P. this of course excludes any damage spells this class gets from domains.

Ilriyn
2009-10-15, 10:40 AM
The healer does in effect have the same amount of spells as the sorcerer, they are just split between domain and regular spells. (And the healer gains new spell slots slower)

I agree that the hit die is low for front line healing, maybe d6 would be better? A lot of the problem would be alleviated once the character reaches 6th level, and can get the ranged healing secret. But I like the idea of some defensive abilities, possibly linked to domains.

As for more damage options; the healer is not designed to be a flashy evoker or anything, her chosen damage spells all involve channeling positive energy into Light spells. If you all think that the healer needs more damage options, I would suggest making some or all path spells usable twice a day, or increasing the damage of the path spells. What do you all think?

Shpadoinkle
2009-10-15, 10:53 AM
Very good ideas, and I can't find that feat in Complete Champion, what dose it do?

I think he meant Touch of Healing, which, as long as you have a healing spell of level 2 or higher memorized, gives you the ability to heal one target per round for 3 HP per level of the highest healing spell you have available, BUT it only works on creatures that have less than half thier maximum HP. It's not a huge bonus, but it can help stretch your healing spells out if the party got thier ass beat pretty bad before they could end the encounter one way or another.

Croverus
2009-10-15, 11:53 AM
Waitwaitwait, wait... wait.

Wait.




Isn't there a Healer class already? It's in the Miniatures Handbook. Not sure how it compares to this, but it gets a unicorn companion at level 8!

Ilriyn
2009-10-15, 12:00 PM
I would have no idea about another healer class, my only resource is the SRD and what I find here.

Although if that class gets a Unicorn companion, it clearly is better than this one...

lesser_minion
2009-10-15, 12:05 PM
I would have no idea about another healer class, my only resource is the SRD and what I find here.

Although if that class gets a Unicorn companion, it clearly is better than this one...

There is one in the miniatures handbook, but it's widely regarded as unplayable, because it actually does basically nothing but heal.

As a whole, the healer archetype has a problem with wands - at almost any level that isn't 1st, any healing needed can be essentially covered by them.

Most people don't heal up in combat unless something goes very badly wrong, which is why it's so important that the character can do other things beside heal people.

Croverus
2009-10-15, 12:06 PM
It has the companion, it adds its Wis mod to all healing (even minor wound) and every level it gains a spell-like ability involving soothing some negative affect and removing it. But looking at you "secrets" this seems like its better at least at Healing HP, but the Healer class in the Miniatures Handbook can defend itslef better with simple weapons, light armor, and its unicorn companion... and having d8s for HP help too.

Ilriyn
2009-10-15, 02:00 PM
I made some fixes to the healer. I'm not sure if they will work, but I think that its a good start.

Fix log:
Made the Solar Orb, Ray of Light, Prismatic Orb, and Prismatic Ray spell-like abilities usable twice per day.
Added one defensive ability to each domain. These are usable usually once per day, or once per two days. I tried to balance all the abilities as best I could, and some of the more powerful abilities are in domains with weaker spell lists.

The defensive abilities are what I need the most feedback on. Tell me if they're good, bad, unclear, or lacking. Feel free to suggest alternate defensive abilities.

(The basic concept of defensive abilities is that they should protect the healer from the odd spell or attack directed their way. Defensive abilities are not designed to make the healer effective in solo combat, their only purpose is to temporarily protect the healer. )

Lappy9000
2009-10-15, 02:08 PM
It has the companion, it adds its Wis mod to all healing (even minor wound) and every level it gains a spell-like ability involving soothing some negative affect and removing it. But looking at you "secrets" this seems like its better at least at Healing HP, but the Healer class in the Miniatures Handbook can defend itslef better with simple weapons, light armor, and its unicorn companion... and having d8s for HP help too.Miniature's Healer really isn't the best class around. This one gets Simple Weapon proficiency as well, and I personally like it a lot better. Moving the HD up to d6 might not be a bad idea, though.

Hey Aranii, could you do me a huge favor and unspoiler the class? I mean, you can keep the lists spoilered, but it's a pet-peeve of mine when people spoiler the entire class (more so when they do that with every individual class feature). Makes the class difficult to put into Word and print out.

Ilriyn
2009-10-15, 02:47 PM
I unspoilered the class, and changed the HD to d6.

Averagedog
2009-10-15, 04:38 PM
I agree with most of the changes you want to implement.

having buff spells makes you more useful in aiding allies besides healing.
Because you already have an animal domain, and your spell list is made only for healing.... I suppose you should create more domains with different kinds of buffs in them??? Not too sure what you should do on that one :P.

usable disjunction sounds nice

at first I thought Naiads would be way way overpowered but then I realized that unearthly grace gave deflection modifiers as opposed to untyped. with that out of the way, I think the stats you gave it are good for it, but there are usually no LA 0 races that gives mental stat bonus's so with that said I would suggest giving it some other kind of penalty... maybe flammability? :D

as for the new domain abilities I kind of like them, but at the same time I kind of wish that you had more variance in types of domain powers available. But the plentiful domain spells make up for it.

Milskidasith
2009-10-15, 05:10 PM
It isn't powerful enough. Let's see:

It only can cast healing spells, which are bad.

It has worse BAB, saves, proficiencies, and casting stats compared to a cleric.

It has worse casting than a cleric, and in exchange gets, if you specialize in it, +51 damage healed on a heal spell by level 18. The "close range" ability combined with quickened casting and rapid casting can almost be useful, if you think that Chaining Heal four times in a round with metamagic reducers making is worth it.

It's domains are generally crappy (Even Time Stop sucks when you can't even, you know, use any of your other spells with it.), and nearly all of them have the ability "you can negate one attack/one spell/one attack or spell/all abilities used against you by one target/whatever" but differently worded. It would have been better if you made the wording the same, or were creative with the names.)

It has very meh evocations as it's path spells.

So it's basically a worse cleric with spontaneous spellcasting and the ability to metamagic cheese to cast Mass Heal four times a round in a lower level spell slot.

deuxhero
2009-10-15, 05:20 PM
Personally my favorite list of "healer fixes" was
1.base everything on charisma
2.give them a turn undead varient that can fuel/qualify for things that require turn undead without turning undead and the healing domain. Allows them to boost their healing and acess some prcs.
3.Spontaneous casting while knowing everything on the list (Ala Warmage and co.)
4.Better spell list (most spells that heal or buff non personal targets ).

Ilriyn
2009-10-15, 05:23 PM
There are dozens of domains that could be added, its as simple as writing one up, and getting DM approval.

I also think that the domain abilities might be a little tame, but I'm not sure what other defensive abilities I could add, that wouldn't make the healer into a meat shield.

In my version at home, I play with its spell list expanded with most major buffs. (Heroism, +4 ability Buffs, Haste, Freedom of Movement, etc) I wasn't sure if I should add those here, becuase I know I have a taste for high-powered campaigns at home.

It seems that I toned the class down too much, but if I added all the buff spells, higher saves etc, more spells per level, sorcerer progression, etc, it would be way too powerful. What would be the golden mix of abilities and stats to add?

Milskidasith
2009-10-15, 05:24 PM
Having buff spells, good saves, and more spells wouldn't make this overpowered. It would still be objectively worse than the cleric, which, while very powerful, is generally not banned (if only because it is a Core class.)

deuxhero
2009-10-15, 05:25 PM
Like I said, base it on Warmage/dread necromancer/Beguiler for progression, it is basicly the same idea as the 3 of them anyways.

Ilriyn
2009-10-15, 05:29 PM
The only resource I have access to is the SRD, I'm woefully deficient in books. Where would I find info on the Warmage and Beguiler?

Also, what other spells would you suggest, beyond the buffing spells?

Averagedog
2009-10-15, 05:32 PM
it sounds like they need more options. With no armor or shield, all it really has( possessively) to rely on are spells and path/domain powers. Secrets are core to its main role as a healer. Maybe you can create different kinds of paths based off of the domains chosen?

the current path you have could be "The Path of Light(Evocation)"
Available at level 1, choosing this class makes the other paths unavailable. you cannot retrain to reach the other paths. Prereqs, Domains X and Y. Domain Z could be whatever you want but Domains X and Y must be specific 2 domains.

You could then create more domains and more paths to give this class more options.
Random Path Ideas:
"The Path of the Defender"
"The Path of the Quick"
"The Path of the Augmented"
"The Path of the Natural"
and so and so forth...


Edit: Warmage and Beguiler are from the Complete Arcane.

Ilriyn
2009-10-15, 05:42 PM
The path spells were named because I first intended this class to have two variants, a evil channeler, and a good healer. I eventually stopped developing the Channeler, but I intended to have a list of [Light] and [Dark] spells for the two variants.

Lappy9000
2009-10-15, 06:21 PM
I unspoilered the class, and changed the HD to d6.Ah, thank you!

deuxhero
2009-10-15, 06:41 PM
The only resource I have access to is the SRD, I'm woefully deficient in books. Where would I find info on the Warmage and Beguiler?

Also, what other spells would you suggest, beyond the buffing spells?

See if you can infer anything from this (http://brilliantgameologists.com/boards/index.php?topic=2322.0) handbook.

Oh, forgot a big one. Give them automatic reach (see the Hierophant and Archmage for wording) based on class level (good ability to discourage prcing) on their spells.

As for non-buff non-healing, perhaps party effecting utility spells (fly for instance)

lesser_minion
2009-10-15, 06:41 PM
At the moment, the class seems to be about right in terms of 'surface power', but I agree with Milskidasith that you might want to add some things to make it more competitive in optimised play.

Some improvements to combat ability (I'd suggest upgrading their base attack bonus and armour use to be the same as the bard) would probably help things out a bit - I'd also suggest adding at least some buff spells to the basic spell list, and probably some secrets that work with them.

With all of that in place, I don't think there will be much scope for complaining about the class being underpowered (it would end up being on par with the Wilder, for which the general consensus is that it's on the weak end of 'reasonable' in terms of power).

Ilriyn
2009-10-15, 06:52 PM
Alright, so it looks like I'll be adding buff spells and some secrets that would work with buffs, progression more like a warmage, better ranged casting, and slightly improve the power of the path spells.

lesser_minion
2009-10-15, 07:06 PM
Alright, so it looks like I'll be adding buff spells and some secrets that would work with buffs, progression more like a warmage, better ranged casting, and slightly improve the power of the path spells.

That sounds like it should work fine.

Ilriyn
2009-10-15, 11:50 PM
I finished the changes.

Fix List:
Changed spell progression to be more like the warmage. (Its the same, except that it gains 2nd level spells at 3rd level. I did this to insure that the healer would have the same healing ability as the cleric. Also, spells are split between regular and domain spell slots.)
Added buffing spells to the healer spell list.
Added buffing secrets, and a few healing secrets.
Added Arcane Reach class feature.
Improved power and use per day of most path spells.
Added better descriptions of Domain Abilities.

Please leave feedback!

lesser_minion
2009-10-16, 02:03 AM
This looks pretty good - I'm not too sure about the improved buffing line, but even then, I doubt it will be a serious problem.

Some of the path spells might be worth giving a boost - solar orb is strictly weaker than magic missile for example (and less likely to work).

deuxhero
2009-10-16, 07:54 AM
Hmm, I would still be hesitant to get them in direct combat without light armor use (untill I get a mythiral twilight chainshirt and ignore that). Perhaps spring attack for spells as a class feature (and or grant them light armor use, per bard, warlock, the other "school" casters)?

Also give them the vigor line (it is what makes clerics better at healing than the healer class) and some actual 6th level spells (everything is ", mass" but 2)

Ilriyn
2009-10-16, 08:05 AM
Hmm, I would still be hesitant to get them in direct combat without light armor use (untill I get a mythiral twilight chainshirt and ignore that). Perhaps spring attack for spells as a class feature (and or grant them light armor use, per bard, warlock, the other "school" casters)?

Also give them the vigor line (it is what makes clerics better at healing than the healer class) and some actual 6th level spells (everything is ", mass" but 2)

The reason I haven't added light armor to her proficiencies is because there's already a class that does that, The cleric. If you want a battlefield medic who can stop healing at any time and dish out a ton of damage, then the cleric is for you. The healer is a support class, capable of very powerful buffing and healing at range, able to somewhat defend herself, but still not a front line character.

Where could I find info on the spring attack feature? Nevermind, I was stupid and didn't look for it. I like the idea, but would it be necessary to have both ranged healing and "Heal and Run"?

The vigor line of secrets? Or are you referring to something else?

And I'll get some more 6th level spells.

deuxhero
2009-10-16, 08:10 AM
Vigor is a line of spells that heals over time for more than the equivlent "cure ___ wounds"

Spring attack is a core feat. I was suggesting allowing use with spells instead of attacks.

Ilriyn
2009-10-16, 08:48 AM
I added the vigor spells, and a 3-4 other buffing spells.

Averagedog
2009-10-16, 08:49 AM
just wondering, are you aware of a wonderful resource called Crystal Keep?

Ilriyn
2009-10-16, 10:50 AM
No, what is it?

Averagedog
2009-10-16, 12:35 PM
its a website that has alot of dnd feats, races, templates, and general information about classes and prestige classes though it doesn't list the actual bab table with the saves and such. there are also other resources for other games like d20 modern and magic the gathering. its worth a look since you don't own the other expanded splat books. If you did have the spell compendium available to you, the added spells this class could use might actually replace some of your path SLabilities.

Milskidasith
2009-10-16, 02:01 PM
The path spells are now good at dealing direct damage, but maybe a bit much. When they start getting +3 and +4s to damage, you are essentially doubling the damage of the spells. The real problem with the spells is that they are ONLY good for blasting. They don't have status effects, except for dazing some very low HD creatures.

Ilriyn
2009-10-16, 02:05 PM
By the time the path spells get +3 and +4 damage, they are above 17th level. If that's still to much damage for a healer spell, I can reduce them.